540e676dae
for managing connect particle system for the purpose of doing missile trails etc.
59 lines
2.0 KiB
C++
59 lines
2.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGPARTICLE_CONNECTEDPARTICLESYSTEM
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#define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1
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#include <osgParticle/ParticleSystem>
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namespace osgParticle
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{
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/** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects
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* like missle trails, where the individual particles are rendered as
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* single ribbon.
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*/
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class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem
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{
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public:
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ConnectedParticleSystem();
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ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, ConnectedParticleSystem);
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/// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
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virtual Particle* createParticle(const Particle* ptemplate);
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/// Destroy the i-th particle.
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virtual void destroyParticle(int i);
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/// Update the particles. Don't call this directly, use a <CODE>ConnectedParticleSystemUpdater</CODE> instead.
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virtual void update(double dt);
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virtual void drawImplementation(osg::State& state) const;
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protected:
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virtual ~ConnectedParticleSystem();
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ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; }
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Particle* _startParticle;
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Particle* _lastParticleCreated;
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};
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}
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#endif
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